MDB Utilities for xNormal 1.2
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This plugin currently consists of a simple importer for MDB file from Neverwinter Nights 2.
A description from jonnyhr:
This enables you to import highpoly from zBrush or other applications and bake Normal maps from a Lowpoly MDB file. By baking the Normal map from the MDB file, the exact Normal basis will be used in the calculation. This means that the projected Normal map will be displayed perfectly ingame without any of the seams you would get by generating Normal maps in Max. zMapper was an alternative previously, however you didn't get perfect reseult, and you would have to bake every item separately. This way you can generate all the detail in the same environment as well other maps such as Defuse from your zBrush mesh and Ambient Occlusion map.
Requirements
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xNormal 3.16.3
Installation
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Copy appropriate version of MeshImporter_mdb.dll to your XNormal plugins directory.
Documentation
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MDB File Format: Link xNormal: Link
Known Issues
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None
Change log
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1.2
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o Importer
- Rotate meshes by -90 degrees in X axis for xNormal
1.1
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o Importer
- Adhere to the ignore flags regarding normals,
tangents & binormals, and uvs
Any chance that we can have this updated for version 3.17.9?
By the way, for those asking about the proper settings for use with NWN2, go to Baking Options, click the [...] button beside Normal Map, and set the Y Swizzle Coordinates to Y-. By default, it's at Y+. _________________________ Yay, I have a blog. Faithless: The Making of an NWN2 Module
"Now if only I can find a way to make rigging and race compatibility a less painstaking job"
For this issue hit up Rob at Link he had some great solutions for this on our project using 3Ds Max's "Character Studio".
Posted by wisdomknight at 2009-04-07 11:25:52 Voted 10.00 on 04/07/09
Ok tried it and no seams as far as I can tell on a very simple test object. But in toolset the normal map seems very dull as in not too strong of bumps. Anyone know what settings are the best in Xnormal for generating normal maps for NWN2? Like do I have to switch any channels (ie. GREEN Y+)?
Posted by wisdomknight at 2009-04-07 08:18:57 Voted 10.00 on 04/07/09
Amazing! Trying it now. I can't even imagine how much content I would have produced over the past couple of years for NWN2 if I had something like this outright. The frustration of producing correct looking normal maps for NWN2 were just too much for me to want to do this for fun/hobby. And to think I wouldn't have to worry about seams, truely a dream come true for CC creators. Thank you.
Oooo, niceone the SBM exporter works in max8 :P think ill use Xnormal alot more from now on, will help save Max from having to work hard on those 500k+ high poly models from ZBrush (havent tried a 1mill OBJ import in max yet...) Hmm Stupid me i guess i could just use an altered mdb export for my external cage file and it should work still.
Downloading this now, and gonna play with it today.
Ah that explanation says alot :P ... i can see how its quite good, guess ill have to try Xnormal a little more often then, still a little weary of its 'cage' methods (i like to use max's projection modifier and render to texture since the cage control is nice and easy, and im only running max8 so the Xnormal cage exporter plugin more than likely wont work for me) although i can from what ive seen use a secondary mesh as a cage.
Epiphany! Hope to use it soon and vote _________________________ The Ancient NWN Spanish Community Link
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Thanks to jonnyhr for the clear explanation. The project was a request thus the lame description on my behalf. Hope that it helps. I'll steal part of that explanation and put it in the description if you dont mind.
Posted by thete at 2008-12-07 21:40:09 Voted 10.00 on 12/07/08
Ah thank you jonnyr for the clear description. This explains the seam on the helm I created. After a futile attempt to prevent it I concluded seams were unavoidable, spotting them on the heads of Obsidian's models too.
So this is very good news and gets a 10/10 from me too.
Posted by jonnyhr at 2008-12-07 20:45:18 Voted 10.00 on 12/07/08
This enables you to import highpoly from zBrush or other applications and bake Normal maps from a Lowpoly MDB file. By baking the Normal map from the MDB file, the exact Normal basis will be used in the calculation. This means that the projected Normal map will be displayed perfectly ingame without any of the seams you would get by generating Normal maps in Max. zMapper was an alternative previously, however you didn't get perfect reseult, and you would have to bake every item separately. This way you can generate all the detail in the same environment as well other maps such as Defuse from your zBrush mesh and Ambient Occlusion map. Believe me when I say, this is a big deal for the sake of quality. xNormal as it is makes really great looking Normal maps. I've been trying to figure out this issue ever since I started doing models for NWN2, the solution was the xNormal SDK. Best of all, its free.
Posted by thete at 2008-12-07 17:04:37 Voted 10.00 on 12/07/08
Utilities for xNormal...coool.
Removing Seams on normal maps...coool.
Interesting, wont vote till i give it a try, not to sure how ever just what its for, since the description seems a little vague.
Is it so that you can do the normalmap bake using the exported MDB and the ZBrush/Max high poly sculpt model within XNormal (rather than export your low as an OBJ or somesuch and do the baking in Xnormal with that?.. if so what benefits does it give outside of just baking the normalmaps in Max or just using an OBJ export of your low poly mesh in Xnormal?... if as johnnyhr seems to intimate it removes normal map seaming, it would be definitely nice to use, but ive rarely used Xnormal since im not fully confident in making my own cage meshs (dont think my version of max will work with the plugin that lets you export the projection cage for use in Xnormal) and ive found it simple enough to import ZB obj exports into Max for baking in there.
Will give it a look most deffinetly.
Posted by jonnyhr at 2008-12-07 10:16:12 Voted 10.00 on 12/07/08
I've been waiting to get something like this for about a year now. Dealing with Normal map seams is a pain, and avoiding them is usually a long process. Thanks to tazpn and Santiago Orgaz the creator of xNormal my head ache has finally passed. This is a 10 to me if I ever saw one. Now if only I can find a way to make rigging and race compatibility a less painstaking job :P
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone